Editing Donkey Kong (SSBU)
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Although he has gained some notable benefits from them, the universal changes to gameplay mechanics hamper Donkey Kong more than they help him. While the universal increase in mobility, faster jumpsquat, and reduced landing lag on aerials improve his own mobility and combo game, it also means opponents are more likely to close the distance on him, giving them more combo opportunities. The increased shieldstun, reduced landing lag, and the universal nerfing of grabs also make it harder for Donkey Kong to react to a shielded attack; the universal nerfing of grabs is especially harmful, as it's one of the key points to his gameplan. Altogether, this hinders his grounded out-of-shield game, limiting him to directly contesting them by making use of his moves' super armor to muscle through them, which can be risky despite his large weight. Lastly, the changes to [[air dodging]] worsen Donkey Kong's recovery, as they give him less protection and make him easier to edgeguard. All of these changes worsen Donkey Kong's defensive game, which is further notable since the game's engine prioritizes more aggressive playstyles than defensive ones. This forces him not only to [[approach]] more, but to be more unpredictable at doing so. | Although he has gained some notable benefits from them, the universal changes to gameplay mechanics hamper Donkey Kong more than they help him. While the universal increase in mobility, faster jumpsquat, and reduced landing lag on aerials improve his own mobility and combo game, it also means opponents are more likely to close the distance on him, giving them more combo opportunities. The increased shieldstun, reduced landing lag, and the universal nerfing of grabs also make it harder for Donkey Kong to react to a shielded attack; the universal nerfing of grabs is especially harmful, as it's one of the key points to his gameplan. Altogether, this hinders his grounded out-of-shield game, limiting him to directly contesting them by making use of his moves' super armor to muscle through them, which can be risky despite his large weight. Lastly, the changes to [[air dodging]] worsen Donkey Kong's recovery, as they give him less protection and make him easier to edgeguard. All of these changes worsen Donkey Kong's defensive game, which is further notable since the game's engine prioritizes more aggressive playstyles than defensive ones. This forces him not only to [[approach]] more, but to be more unpredictable at doing so. | ||
In the end, Donkey Kong has potentially received many more options for racking up damage and being less predictable, but the neutering of his KO confirm and grabs means he can no longer close out stocks as reliably as before. Though his strengths and weaknesses are more defined, the gameplay mechanics accentuate his weaknesses more when compared to his strengths, causing his nerfs to overshadow his buffs | In the end, Donkey Kong has potentially received many more options for racking up damage and being less predictable, but the neutering of his KO confirm and grabs means he can no longer close out stocks as reliably as before. Though his strengths and weaknesses are more defined, the gameplay mechanics accentuate his weaknesses more when compared to his strengths, causing his nerfs to overshadow his buffs. While Donkey Kong was initially believed to be improved from his already good standing from ''Smash 4'' (doing exceptionally well in early tournaments), the metagame's evolution has resulted in his overall results and perception in competitive play to be below-average overall, despite the numerous buffs he received in game updates. As a result, Donkey Kong fares worse in ''Ultimate'' than he did in ''Smash 4''. | ||
{{SSB4 to SSBU changelist|char=Donkey Kong}} | {{SSB4 to SSBU changelist|char=Donkey Kong}} |